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Jurnal Ilmu Ekonomi, Pendidikan dan Teknik (IDENTIK)
Published by CV. Sinar Howuhowu
ISSN : -     EISSN : 3063864X     DOI : https://doi.org/10.70134/identik
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik (IDENTIK) ini menerbitkan artikel penelitian dalam bidang Ilmu Ekonomi, Sejarah Ekonomi, Ekonomi Terapan, Bisnis dan Keuangan, Ekonomi Lingkungan dan Ekologi, Ekonomi Islam, Ekonomi Kesehatan, Ekonomi Fiskal, Ekonomi Moneter, Ekonomi Politik, Akuntansi, Pendidikan Bahasa Indonesia, Pendidikan Bahasa Inggris, Pendidikan Kewarganegaraan, Pendidikan Guru Sekolah Dasar, Pendidikan Matematika, Pendidikan Ekonomi, Pendidikan Biologi, Pendidikan Agama, Pendidikan Sejarah, Pendidikan Teknik Bangunan, Pendidikan Bimbingan Konseling, Teknik Sipil, Teknik Elektro, Teknik Informatika, Teknik Kerajinan, Arsitektur , Teknik Industri, Teknik Mesin, Pendidikan Teknik, serta bidang Ekonomi, Pendidikan, Teknik, terkait lainnya.
Arjuna Subject : Umum - Umum
Articles 350 Documents
Pengembangan Media Pembelajaran Berbasis Web Dengan Pendekatan Progressive Learning Untuk Meningkatkan Hasil Belajar Siswa Pada Elemen Pemrograman Web Di SMK PGRI 2 Sidoarjo Mellanda Kurniawati; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1790

Abstract

Web programming instruction at SMK PGRI 2 Sidoarjo is still delivered through one way, conventional classroom sessions without a system that sequences mastery of learning materials, causing students to write code before grasping the underlying concepts and making it difficult for teachers to monitor individual progress. This study aimed to build a website based learning medium applying a progressive learning approach for the HTML topic within the Web Programming element, to examine its effect on learning outcomes, and to evaluate the resulting user experience. The medium was built through Research and Development using the ADDIE model, with React on the front end and Supabase on the back end, and was tested on 30 eleventh grade Software Engineering students using a one group pretest-posttest design. Expert validation of the medium, materials, test items, and deep learning lesson plan produced scores of 94.17%, 86.92%, 89.44%, and 94.07% respectively, all in the very valid category. The average score rose from 61.67 (pretest) to 86.67 (posttest); a paired samples t-test returned p < 0.001, and the average N-Gain was 0.658 (moderate). The User Experience Questionnaire showed all six dimensions falling between Above Average and Good. These findings indicate that a website based medium that locks progression until a minimum quiz score is met can meaningfully improve HTML learning outcomes while remaining pleasant to use.
Pengembangan Lms Moodle Dengan Model Problem Based Learning (PBL) Untuk Meningkatkan Hasil Belajar Pada Elemen Pemrograman Web (Studi Kasus: Murid Kelas XI TKJ SMK Negeri 1 Kediri) Fathia Bilqish Wulandari; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1791

Abstract

The rapid advancement of digital technology demands that vocational education, particularly at the SMK level, produce graduates who are genuinely ready to meet workforce demands, especially in web programming. In practice, teaching the HTML-based web programming element still largely relies on conventional, one-way approaches, causing students to merely copy code without truly understanding the underlying structure and logic. This study aimed to describe the development and validation of a Moodle-based Learning Management System (LMS) adopting the Problem Based Learning (PBL) model, and to examine the extent to which students' learning outcomes in the web programming element changed following its implementation at SMK Negeri 1 Kediri. The LMS developed in this study was named Webnova. The development followed the Research and Development method using the ADDIE model, consisting of Analyze, Design, Development, Implementation, and Evaluation. Media expert assessment yielded a validity score of 90%, categorized as valid. Measurements using the User Experience Questionnaire (UEQ) showed that all six aspects (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty) fell within the Good to Excellent range. The average posttest score reached 90.57, a substantial increase from the pretest score of 64.43, with a classical N-Gain value of 0.75 (high category). The Wilcoxon test produced a significance value of < 0.001 (< 0.05), confirming a meaningful difference before and after treatment. It can be concluded that the Webnova LMS, designed with the Problem Based Learning model, effectively improved the learning outcomes of grade XI TKJ 2 students at SMK Negeri 1 Kediri in the web programming element.
Rancang Bangun Sistem Informasi Monitoring Santri Berbasis Progressive Web App (PWA) Pada Pondok Pesantren Al-Fatich Surabaya Khoirul Ansori; Dwi Fatriyanto Suyatno
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1816

Abstract

Monitoring of santri (students) development at Pondok Pesantren Al-Fatich Surabaya still relies on a manual instrument called the “Buku Kepribadian Santri” (Student Personality Book), which records attendance, discipline, permits, and health. Reports are compiled and delivered to parents/guardians (wali santri) only once a month, causing delayed information, limited real-time access, risk of losing physical archives, and inefficient recap processes for pondok administrators. A pre-survey of 21 resident guardians found that 85.7% had felt anxious because they could not monitor their child's condition in real time, while 100% already used Android smartphones and 81% were willing to use a Progressive Web App (PWA)-based monitoring application. This study aims to design and build a santri monitoring information system based on Progressive Web App (PWA) chosen for its installation-free access and reliability under the limited network and device conditions common in pesantren environments that digitizes the Student Personality Book by integrating Attendance, Permit, Discipline, and Health modules into a single, real-time platform. The system, named SIMALFA, was developed using the Rapid Application Development (RAD) method through Requirements Planning, Design Workshop, and Implementation phases, built with React.js, Node.js, Express.js, and MySQL, and supported by PWA capabilities such as Service Worker caching, IndexedDB, background sync, and push notification so that it remains usable under limited network conditions. Black Box Testing on 88 test scenarios covering all modules showed a 100% success rate, indicating that the system is feasible for implementation. Once deployed, the system is expected to provide guardians with real-time digital reports and push notifications, help administrators automate attendance recap, and reduce reliance on fragile physical records, thereby increasing the transparency and efficiency of santri development monitoring at the pondok.
Rancang Bangun Mesin Pencetak Briket Arang Dual Fungsi Menggunakan Pisau Potong Berbasis Sensor Untuk Mencapai Hasil Pemotongan Yang Presisi Mohammad Faliq Syahrudin
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1819

Abstract

Biochar briquettes are an environmentally friendly alternative energy source made from biomass and have the potential to reduce dependence on fossil fuels. However, briquette molding and cutting processes in SMEs are still performed manually, resulting in low efficiency and non-uniform briquette sizes. Therefore, this study aims to design and develop a dual-function charcoal briquette molding machine using a sensor-based cutting blade to produce more precise and uniform cuts. This research used the Research and Development (R&D) method with the 3D development model (Define, Design, Develop, and Disseminate). The research stages included literature study, machine design, manufacturing and assembly, and machine performance testing. Testing was conducted three times using corn cob biomass with sensor distance variations of 45 mm, 75 mm, and 85 mm at a machine speed of 1400 rpm. The testing parameters included cutting results and briquette size uniformity. The results showed that the machine operated properly in both molding and automatic cutting processes. The best performance was obtained at a sensor distance of 45 mm, producing an average of 12.3 proper cuts with a non-conformity level of 0.6 pieces. Meanwhile, sensor distances of 75 mm and 85 mm produced lower cutting precision. These results indicate that the closer the sensor position to the object, the better the detection accuracy and cutting precision, resulting in more uniform briquette sizes. This machine is expected to improve of SME-scale briquette production.
Pengembangan Media Pembelajaran Berbasis Web “Levietech” Dengan Model Pbl Untuk Meningkatkan Hasil Belajar Siswa Pada Elemen Sistem Komputer Muhammad Irvan Maulana; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1820

Abstract

Computer System learning in Vocational High Schools (SMK), which is often abstract, motivated this research to develop an interactive website-based learning media named "Levietech". This media is integrated with the Problem Based Learning (PBL) model to improve the cognitive learning outcomes of 10th-grade Computer and Network Engineering (TKJ) students at SMKN 1 Sarirejo. This study applied a Research and Development (R&D) approach using the ADDIE method and a One-Group Pretest-Posttest design involving 22 students. The expert validation results showed that the platform was categorized as "Highly Feasible" with an average validation score of 91.70%. In the implementation phase, a significant improvement in cognitive achievement was proven by the surge in the average pre-test score from 50.68 to 83.41 in the post-test, supported by the Paired Sample T-Test results (p < 0.001) and an N-Gain index of 0.66 (Medium category). Furthermore, the practicality evaluation using the User Experience Questionnaire (UEQ) demonstrated a highly "Positive" student perception across all measurement dimensions (scores > 0.8). Students were specifically enthusiastic about the Live Quiz feature within the website, which successfully made the evaluation process much more enjoyable and engaging. Thus, the Levietech learning media is proven to be valid, highly practical, and effective in significantly boosting students' understanding and learning enthusiasm.
Pengembangan LMS Berbasis Problem-Based Learning untuk Meningkatkan Hasil Belajar pada Elemen Algoritma Pemrograman Salsabilla Sukma Masayu; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1869

Abstract

Learning in the Programming Algorithms element at vocational high schools still faces challenges, including the use of digital learning media that are not yet integrated, limited student engagement, and low learning outcomes. This study aimed to develop a Learning Management System (LMS) based on Problem-Based Learning (PBL) and to determine its feasibility and effectiveness in improving the learning outcomes of tenth-grade students at SMK Sejahtera Surabaya. The study employed a Research and Development (R&D) method using the ADDIE development model and a Nonequivalent Control Group Design. The research was conducted at SMK Sejahtera Surabaya with tenth-grade students as the research subjects, consisting of experimental and control classes. Data were collected through expert validation, learning achievement tests, and the Short User Experience Questionnaire (UEQ-S), and were analyzed using percentage analysis, the Mann–Whitney test, and N-Gain analysis. The results showed that the LMS achieved a validity score of 94.12%, indicating a highly valid category. The UEQ-S results also showed a positive user experience with a Good category. Furthermore, the Mann–Whitney test yielded a significance value of 0.004 (<0.05), while the average N-Gain score of the experimental class (0.581) was higher than that of the control class (0.369). Therefore, the developed PBL-based LMS is feasible for use and effective in improving students' learning outcomes in the Programming Algorithms element.
Pengaruh Kualitas Kerja Dan Lingkungan Kerja Terhadap Kinerja Pegawai Pada Dinas Pendidikan Dan Kebudayaan Kabupaten Maros Michael Toding; Hafipah; Elisabeth Ambalele
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1879

Abstract

This study aims to determine and analyze the influence of work quality and work environment on employee performance at the Department of Education and Culture of Maros Regency. The research employed a quantitative approach. The population consisted of 98 employees, while the sample was determined using the Slovin formula, resulting in 50 respondents. Data were collected through the distribution of Likert-scale questionnaires, direct observation, and documentation studies. The data analysis techniques applied included validity testing, reliability testing, classical assumption testing, multiple linear regression analysis, and hypothesis testing using the t-test and F-test with the assistance of the SPSS program. The results of the study indicate that the regression analysis produced the equation Y = 2.307 + 0.367X1 + 0.473X2. Based on the partial test (t-test), the work quality variable was proven to have a positive and significant effect on employee performance, with a significance value of 0.000. The work environment variable was also found to have a positive and significant effect on employee performance, with a significance value of 0.000. Furthermore, the simultaneous test (F-test) results show that work quality and work environment jointly have a positive and significant effect on employee performance at the Department of Education and Culture of Maros Regency, with an F-value of 65.139. In conclusion, employee performance is strongly influenced by work quality and the work environment.
Pengembangan LMS Moodle Berbasis PBL Untuk Mengukur Keefektifan Hasil Belajar Kognitif pada Elemen Analisis Data di Smk Sejahtera Surabaya Eka Yunizar Zaimatus Sa&#039;diyah; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i6.1886

Abstract

This research is motivated by the cognitive stagnation of vocational school students in the Data Analysis element, which is mostly limited to lower-order thinking skills (LOTS) and has not met the analytical problem-solving target (C4). This is caused by abstract materials and the use of fragmented digital tools that trigger cognitive overload. As a solution, this study aims to develop and measure the effectiveness of a Moodle Learning Management System (LMS) integrated with Problem Based Learning (PBL) syntax. The method used is Research and Development (R&D) with the ADDIE approach (Analyze, Design, Development, Implementation, Evaluation). The field testing applied a Quasi-Experimental Non-Equivalent Control Group Design involving an experimental class and a control class at SMK Sejahtera Surabaya. The results showed that the product feasibility achieved a "Highly Valid" predicate with validation scores from the learning design (RPM) expert at 92%, media expert at 90%, material expert at 90%, and evaluation instruments at 89.29% (average 90.32%). Practicality evaluation using the User Experience Questionnaire (UEQ) obtained positive responses in the Good and Above Average categories. Effectiveness testing proved that the experimental class using the PBL-based Moodle LMS experienced a significant improvement in cognitive learning outcomes (C1-C4) with an average N-Gain score of 0.44 (Moderate), in contrast to the control class which only obtained a score of 0.21 (Low). In conclusion, the PBL-integrated Moodle LMS is proven to be valid, practical, and highly effective in improving students' analytical cognitive abilities.
Pengaruh Penggunaan ProFormA Question Pada LMS Onelearn Dengan Implementasi PJBL Terhadap Peningkatan Kompetensi Kognitif Siswa Firdiawati Firdiawati; Martini Dwi Endah Susanti
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1889

Abstract

The learning process of Structured Programming at SMK Krian 1 Sidoarjo is still dominated by teachers, while the use of the Moodle Learning Management System (LMS) is not optimal because it is still in the trial stage and has not been adjusted to the needs of the subjects. This condition causes active student involvement and cognitive competency development to not be maximized. This study aims to analyze the effect of the use of ProFormA Question on the OneLearn LMS with the implementation of Project Based Learning (PjBL) on improving students' cognitive competence. The study uses a quantitative approach with a One Group Pretest-Posttest design. The research subjects consisted of 35 students in class X RPL 1 SMK Krian 1 Sidoarjo. Data were collected through pretest and posttest tests, then analyzed using the Shapiro-Wilk normality test, the Wilcoxon Signed-Rank test, and the N-Gain test. The results showed that there was an increase in students' cognitive competence after learning using ProFormA Question on the OneLearn LMS. The results of the Wilcoxon test  showed a significant difference between the pretest and posttest scores (p < 0.001), while  the results of the N-Gain test  obtained an average value of 0.5659 which was included in the medium category. These results show that the use of ProFormA Question in the OneLearn LMS implemented with the Project Based Learning (PjBL) model has a positive effect on improving students' cognitive competence in Structured Programming subjects. Thus, the OneLearn LMS can be an effective alternative learning media in supporting programming learning in vocational schools.
Pengaruh Penggunaan Media Pembelajaran Berbasis Game Pada Aplikasi Scratch Terhadap Minat Belajar IPA Siswa Kelas V UPT SPF SD Negeri Kompleks IKIP I Kota Makassar Resky Aulia; Sayidiman Sayidiman; Muhammad Irfan
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1894

Abstract

This study examined the effect of game-based learning media developed with the Scratch application on fifth-grade students' interest in science learning at UPT SPF SD Negeri Kompleks IKIP I Makassar. The study employed a quantitative quasi-experimental approach with a nonequivalent control group design. A total of 64 students participated, consisting of 32 students in the experimental class and 32 students in the control class. Data were collected through a ten-item learning-interest questionnaire, an observation sheet, and documentation. Descriptive statistics, the Shapiro-Wilk normality test, Levene's homogeneity test, an independent-samples t-test, and N-Gain analysis were performed using IBM SPSS Statistics 25. The implementation of Scratch-based learning increased from 75% (effective) in the first treatment to 90% (very effective) in the second treatment. The experimental class mean increased from 41.69 at pretest to 86.63 at posttest, while the control class reached a posttest mean of 77.81. The independent-samples t-test showed a significant difference between the groups, t(62)=5.856, p<0.001, with a mean difference of 8.813. The average N-Gain was 0.7698 (high) for the experimental class and 0.6523 (moderate) for the control class. These findings indicate that game-based learning media using Scratch has a significant and practically meaningful effect on students' interest in science learning.